Why thank you. Yes, I agree, there must be some timing factor going on here in PICO-8 because there's very minimal (if any) slowdown until the explosions get higher.
Wide Arch Shark
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Thank you so much for playing and streaming. I totally take your point on FOV. You're not the first person that's said this, so I'll update this after the jam. And yeah, turn, movement speed etc.
- Movement and rotation speeds is one of the key bits of feedback I've received. Will address that after the jam.
- FOV also. I thought 45 degrees gave a good "old school" dungeon feel, but I think most people would prefer something larger. Again... After the jam!
- Yes, the maze is randomly generated. It uses a recursive backtracker algorithm which results in longer dead ends (which I think looks a bit nicer). Following a wall is exactly the strategy I use!
- Yeah, on Barry, might have been quicker to write it down. I thought it might be easier for folks tbh. I might get him to give you a hint.
- Wow. You crushed those puzzles! I spent ages and you broke them in minutes you swine! Well done!
Thanks again for playing. Really appreciated.
Thank you again sir!
Gosh, I'm wondering if I should reveal that location then. Perhaps a little more time spent looking around one of the rooms?
Let me know if that isn't enough. I'll DM you the answer.
And thank you for playing and the kind feedback. It means a lot. I felt like I put just the right amount of time into the dev to get the game completed and plenty of time for testing. Definitely some solid comments about speed and delays and such, so I'll address those after the jam.
Cheers!
Thank you so much for playing and I'm glad that bookshelf gave you that extra challenge you needed!
Yep, I'm definitely going to reduce the time between movement, and potentially move a touch quicker. It felt just right to me after hours and hours of testing. Clearly I was wrong!
Dialogue has been mentioned a few times too. I'll see if I can improve on that!
Again, thank you 😀
Oh well done, and thank you for playing to completion.
If there's two takeaway bits of feedback for me, it's the movement delay between steps, and the FOV. Interesting your point on dialogue. Let me see what I can do about that. You can click on the dialogue box too, which can fly through it. I was using that a lot during testing!
Thanks again!
Thank you for playing and the kind feedback!
Yeah, you're not the first to mention that the FOV is a bit narrow. I was shooting for an old school look, but I think people prefer to see a bit more.
It's currently 45 degrees. I think I'll add an option to increase it up to 60. And a button that lets you look down. Something like that!
Thanks again!
I actually like the idea of Jill's perpetual moaning! It's initally not obvious what's going on with that dialogue. I think if Jack also had dialogue. A bit of back and forth. That would be tremendous.
And yeah, stop 'em arguing when there's other dialogue!
Honestly, you put this together in a week, which is nothing short of tremendous.
This is a very nice game indeed. There's so much to like. Engaging graphics and a clean movement system, which I'm not getting on many games in this jam.
If I could change a few things:
- The UI is very small.
- I guess this was deliberate, but damn it's annoying you can't enter those buildings at the start!
- Jill keeps talking over other dialogue.
All things that can be cleaned up later though imo. This is a cracking entry for just a weeks work. Well done!
REALLY good this. It needs some fine tuning, but you'd expect that being only given a week. What you've created here in that time is tremendous tbh!
Yeah, I'd like to be able to strafe left and right. And it's not always obvious where you're going, or what you can interact with.
But who cares. Easy 5 stars for me this one. Well done!
5 stars from me on this. You've smashed it in so many ways considering the amount of time you had.
Nice and eerie, and I felt drawn in to the story. This one has an instant appeal. The movement is just right as well for me.
I'd say the inventory system needs some work. As it's a bit confusing how to move things around. But I totally get why that would be given the amount of time you have to put everything together!
That maze on the red planet was a bit dark.
Overall though. What a really good game. VERY WELL DONE!
I think this has to be one of the cleanst movement mechanics I've seen on the jam. Puts mine to shame!
The game itself. Yep, like many here, I'm too dumb to work out! I did start spotting the differences, and that eery noise. But I just couldn't figure out when to go back and when to go forward!
But the atmosphere... GREAT! I think maybe I'm seeing some particle effects? Or maybe I'm going mad?
Regardless, putting this together in a week is superb. Well done.
Hey. Good game. I like this!
I think after the jam, speed things up a bit and maybe shrink the UI down? It's a tad slow on the old movement!
But the graphics are really nice and there's a good "feel" to this. I love the sudden jolt as a new enemy appears. And let's give credit where credit is due to the straight terrible names you've given those baddies!!
Great job!
Haha, yes, that FOV was something I spent too long thinking about too! I wanted a narrower FOV, as I thought that more represented the dungeon crawlers of old. So it's currently 45 degrees, but maybe I'll add an option to take it up to 60 or something.
And also a "look down" button! This would have been very easy tbh, but I could see ways it could get stuck looking at the floor, so I pulled it.
Appreciate the feedback. Thank you.
Ah, glad to hear you enjoyed it. Thank you so much!
I tell you what, that's the first time I've been arsed to actually use sound effects. So this is a whole new world for me! The actual rotation sound is labelled as "Sword Attack". Gives you an indication of how bad I am with audio!
Good luck with the jam :)
Damn that mansion needs some attention ;)
There's a lot to really like about this game. It feels like it's the start of something really good. At the moment, it's not always clear where you're going and stuff.
But the dialogue I thought was excellent. I think with another week, getting the assets in and stuff, this is going to be a very playable game. A little short right now, but that is ALWAYS a good thing for a Game Jam !
Great job !
Glorious. Thank you. Yeah, that shelf was deliberately "hidden".
That damn maze can be so easy sometimes and fiddly others! It uses a recursive backtracking algorithm, which can produce interesting mazes. But often they're way too easy as well.
A couple of people have mentioned the walking. I'll take a look at that after the ratings.
Thanks again.
I really like this game. The main mechanic is well implemented.
A few thoughts:
- Just dying because you run out of stamina... Would have been nice if that had turned red or something. But now I know!
- A map would have been great!
- When performing the timing sequence, I think maybe make it 5 ore for perfect, and 1 extra ore for each of the timing directions. Rather than all-or-nothing. Obviously needs a rebalance elsewhere, but you get the idea.
- A way to ramp up the ore mined (eg "better" axe). I know you get a faster pickaxe, but it would have been great to get more resources.
I say all this stuff like you had weeks to do it... Which you didn't! I spent ages just smashing around, so definitely a good game. A bit of polish to this after the ratings have finished and I'm coming back for more mining !!!
Really well done.
I ended up sticking a lot of the functionality into the FPS controller rather than abstracting it properly. I think with game jams you tend to throw a lot of stuff into the easiest place because... Well, because you don't have a huge amount of time to architect it properly.
It resulted in some right old spaghetti signals back and forth to get some of the features working for me!
One of the most satifying fighting mechanics in the jam, coupled with one of the most weird movement mechanics!
I pick up a key, go to a lock.... Punch it. And then I'm somewhere else? So I'm not sure if that's the idea of the game, or whether I'm doing something wrong. Probably the latter!
Anyway, the game was fun to mess around with. The sound was spot on too!
Great job!
What a star. Thanks for playing. I did deliberately put that bookshelf in that location to (hopefully) add a bit of replayability !
I messed around with the pause between steps and rotations for a very long time! I wanted something that felt "clicky". I think if I had more time, I would have made this a setting that the user could adjust.
And yeah, I think I was too generous with the health.
But thanks again. Glad you enjoyed it... And completed it !